Thursday, December 17, 2015

Light Indexed Deferred Rendering

I can't find this information anywhere on the net, so I'll put it here. I've always been fascinated by the various alternatives to pure deferred shading, so I was really excited when I first encountered a light indexed variant.

Backstory: Halo Wars

I tired of the challenges inherent in pure deferred rendering approaches by around 2005, so I purposely used several deferred rendering alternatives on Halo Wars. HW combined X360 specific multi-light forward lighting for precise lighting (or for lights that required dynamic shadowing and/or cookies), along with an approximate voxel-based method for much cheaper, lower priority "bulk" lights.

In the voxel based approximate approach, one volume texture contained the total incoming light at each voxel's center (irradiance), and the other contained the weighted average of all the light vectors from all the lights that influenced each voxel (with the total weight in alpha). From this data, it was possible to compute approximate exit radiances at any point/normal. This "voxel light buffering" system was very efficient and scalable, so it was also used to illuminate terrain chunks and meshes by most omni/spot lights in the game. As an added bonus, it was easy and cheap to illuminate particles using this approach too.

We couldn't use multi-light forward on everything because the GPU fillrate cost from each added light was too high, and our object vs. light overlap check (just simple bounding box vs. sphere or cone) was very rough. Especially on terrain chunks, the extra pixel cost was brutal.

I had the GPU update the voxel textures each frame. Lights became as cheap as super low-res sprites, so we could have hundreds of them. The voxel texture's bounds in worldspace always covered the terrain in the view frustum (up to a certain depth and world height). The resolution was either 64x64x16 or 128x128x16 (from memory).

I found this approach interesting because it could achieve both diffuse and specular lighting, and because it visually degraded well when more than one light hit a voxel. Anyhow, after Ensemble collapsed I put all this stuff into the back of my mind.

Source 2

When I first came to Valve after HW shipped (late 2009), I kept encouraging the graphics programmers to look for another viable alternative to deferred rendering. One day, in early to middle 2010, I came in to work and Shanon Drone showed me his amazing prototype implementation of a voxel based forward rendering variant of what is known as Light Indexed Deferred Lighting. (So what would the name be? Voxed Based Light Indexed Forward Lighting?)

From what I remember, his approach voxelized in projection space. Each voxel contained an integer index into a list of lights that overlapped with that voxel's worldspace bounding box. The light lists were stored in a separate texture. The CPU (using SIMD instructions) was used to update the voxel texture, and the CPU also filled in the lightlist texture.

The scene was rendered just like with forward lighting, except the pixel shader fetched from the voxel light index texture, and then iterated over all the lights using a dynamic loop. The light parameters were fetched from the lightlist texture. I don't remember where the # of lights per voxel was stored, it could have been in either texture.

The new approach was ported and tested on X360, and I remember we switched to packing the light indices (or something - it's been a long time!) into an array of constant registers to make the approach practical at all on X360.

I have no idea if this is published anywhere, but I remember the day very clearly as an internal breakthrough. It's been many years now, so I doubt anyone will mind me mentioning it.

About Me

Back in the day I worked for several years at Digital Illusions on things like the first shipping deferred shaded game ("Shrek" - 2001), software renderers, and game AI. Then, after working for Microsoft at Ensemble Studios for 5 years as engine lead on Halo Wars, I took a year off to create "crunch", an advanced DXTc texture compression library. I then worked 5 years at Valve, where I contributed to Portal 2, Dota 2, CS:GO, and the Linux versions of Valve's Source1 games. I was one of the original developers on the Steam Linux team, where I worked with a (somewhat enigmatic) multi-billionare on proving that OpenGL could still hold its own vs. Direct3D. I also started the vogl (Valve's OpenGL debugger) project from scratch, which I worked on for over a year. In my spare time I work on various open source lossless and texture compression projects: crunch, LZHAM, miniz, jpeg-compressor, and picojpeg.